The material below is Open Game Content
Triton, Acheloan Medium
Outsider (Evil, Native, Water)
Hit Dice: 7d8+7 (38 hp)
Speed: 10 ft. (2 squares), swim 40ft.
AC: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +7/+8
Attack: Spear +9 melee (1d8+1/x3) or gore +9 melee (1d8+1) or slam +8 melee (1d4+1)
Full Attack: Spear +9/+4 melee (1d8+1/ x3) and gore +7 melee (1d8+1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft.
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 13, Dex 11, Con 13, Int 10, Wis 10, Cha 12
Skills: Escape Artist +10, Intimidate +11, Listen +10, Ride +10, Search +10, Spot +10, Survival +10 (+12 following tracks), Swim +19
Feats: Multiattack, Weapon Focus (gore), Weapon Focus (spear)
Environment: Any freshwater
Organisation: Gang (2-5), squad (6-11) or band (10-40)
Challenge Rating: 4
Alignment: Usually chaotic evil
Advancement: 8-10 HD (Medium), 11-21 HD (Large)
Level Adjustment: +4
The body of this creature is that of a blue-skinned man, with the tail of a fish or maybe a sea serpent. Its bearded face sports two large bull’s horns at the top.
Acheloan tritons are like normal tritons in most respects, except for their evil alignment and the fact they dwell primarily in freshwater sources, such as rivers or lakes. There they build miscreant societies, given to vice and violence. An acheloan triton resembles a common triton or merfolk, except for the two bull’s horns on its head.
Acheloan tritons speak Aquan, Common and Draconic.
Acheloan tritons charge into battle with their spears
Spell-Like Abilities: 3/day–bull’s strength, polymorph, summon nature’s ally IV. Caster level 7th. Acheloan tritons prefer to summon Medium water elementals or sea cats.
Skills: An Acheloan triton gains a +8 racial bonus on all Swim checks made to perform special manoeuvres or avoid hazards. It may always take 10 on Swim checks, even if rushed or threatened. Acheloan tritons can use the run action while swimming, provided they swim in a straight line.